Hi guys, I collected some of my tweetcarts and put them all into a single cartridge. They were all within the 140 characters limit at the time of posting on twitter. I took two liberties: I renamed the labels in them from ::_:: to ::_1::, ::_2::, etc. so that they would be unique, and I added a btnp(5) test to each of their main cycle. I am sure there is a way how to do it more efficiently but it should be OK for now :)

2017-05-22: Added one more
2017-05-24: And one more. Now there are 10 of those :-)

I made a little tool exploring higher-order Lissajous patterns. Well, I'm not entirely sure they're actually called that, but this name sounds very mathematical :-). Some outputs look like human tongues or crests, some like butterflies, some like atomic mushrooms.

I'm sure everyone knows the principle of the basic Lissajous patterns. You iterate the following through a reasonable range of T and plot the points as you go:

X = sin(T / Rx)
Y = cos(T / Ry)

Rx == Ry gets you a circle, Rx == 2 and Ry == 1 is a paraboloid, and Rx == 1 and Ry == 2 looks like an hourglass. The images generated by my cart extend this a little bit. I sum a few "higher harmonics" before plotting the result:

A really simple beat machine with real-time performance recording and playback on a two-bar loop. The metronome can't be switched off and the tempo can't be set. And the playback can't be paused/restarted. Also, only one drum can sound at a time. Still fun!!

The latency between image and audio is kinda hindering its feasibility, especially when run in a browser. Sequencers as music makers in PICO-8 are perhaps better approach, e.g. 4-beat by 4mat. Anyway, step editing would be cool though and I'll add it later (and some fancier graphics along with that).

Update 2017-05-14: The sonification can be switched off :-) (or rather, you need to explicitly turn it on in the X-menu).
Update 2017-05-05: Added crazily sounding sonification.
Update 2017-04-24: Made the UI a bit more clear and fixed some bugs.

Top part of the screen is your code.
Bottom left is your memory.
Bottom right is your output console.

The operators +-<>[]., work in a very similar way to the original with minor modifications: + and - operators work modulo 16 as each memory cell can hold a single hexadecimal digit. The memory capacity is 64 digits. < and > operators will wrap around. The . operator (output) works as expected. The , operator (input) is a random hex digit generator. I am thinking of changing this in the future.

Use LEFT/RIGHT/UP/DOWN to move the cursor around your code.
Use Z and UP/DOWN arrows to choose between the available operators.
Use Z and LEFT to delete the operator and shift the rest to the left.
Use Z and RIGHT to copy-insert the operator and shift the code to the right.
Use X and UP/DOWN to restart, clear, stop, etc.

... Adam and I work for Warhorse Studios in Prague (designing and implementing adaptive music in the title called Kingdom Come: Deliverance) and for the Czech Technical University in Prague (a researcher and an assistant professor). I also contribute to the Overmare Studios' RPG as the music team leader. I co-founded and write and produce for a band called the Wasteland Wailers which started performing live this year (Berlin, Baltimore). I am interested in interactive audio and music.

Update 1.2
"Score" is shown. Not that you can anyhow alter the outcome, but it still feels kinda nice when you go over 1000. Once I scored over 1700. The thrill of it! :-)
'Z' will restart with the score shown at the end of the firework.
'X' will restart with the score visible during the process.

There is a massive noise in your precious recording of 4'33" by John Cage in Carnegie Hall. Instead of four and a half minutes of silence -- electronic disaster in your headhones! Get rid of it by applying various filters to reach silence. Each slider controls one filter, which removes one element of noise when set to correct position.

Not all filters are needed every time.

Sometimes only one noise element is active.

Getting rid of one element makes others louder.

LEFT, RIGHT: Choose the filter
UP, DOWN: Move the filter slider

You need sound output to play this minigame.
Warning: Squeaky noises ensue! :-)

You're the driver of a semi-automatic roof repairing cart and you're undoing the damage caused by the meteorites. The roof of each house can only take so much damage before the entire house is destroyed.

Controls:
LEFT, RIGHT: Drive left and right.
UP, DOWN: Extend or retract the arm of the vehicle, holding the the repair rig.
Z: Use the repair rig on the roof. Make sure you're properly aligned with it (or get a perk which will do that for you)
X: Install an auto-repair unit (ARU) if you have some.

Scoring:
+25 points to undo the damage caused by one meteorite strike.
Level up after every 200 points scored. A randomly chosen house will grow in size upon leveling up. A perk shop dialog window appears.

Perks:

Automatic alignment of the repair rig with the roof level.

Double speed of all movements.

Sturdier vehicle which doesn't require you to retract the arm when moving left/right.

Toroidal topology: drive through the edge of the screen on the other side.

Auto-repair units (ARUs) for mounting on the roofs.

Pro tips:

ARUs won't last forever.

Some perks without some other perks make things more difficult rather than easy.

Updates:

1.3
-- ARU can't be installed unless there is none on the roof or there is one with less than three hits to live

1.2
-- theme music plays in-game
-- limiting simultaneous meteorites above each building to three
-- limiting the height of buildings to 20 floors